//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ // //=============================================================================// #ifndef _GAMEPALETTE_H #define _GAMEPALETTE_H #include class CGamePalette { public: CGamePalette(); ~CGamePalette(); BOOL Create(LPCTSTR pszFile); void SetBrightness(float fValue); float GetBrightness(); operator LOGPALETTE*() { return pPalette; } operator D3DRMPALETTEENTRY*() { return (D3DRMPALETTEENTRY*) pPalette->palPalEntry; } operator CPalette*() { return &GDIPalette; } private: float fBrightness; // CPalette: CPalette GDIPalette; // palette working with: LOGPALETTE *pPalette; // to convert & store in pPalette: LOGPALETTE *pOriginalPalette; // file stored in: CString strFile; // sizeof each palette: size_t uPaletteBytes; }; #endif